Impact of gamification in education : implementation, challenges and impact on student's learning
Toma, Andrei-Stefan (2025)
Kandidaatintyö
Toma, Andrei-Stefan
2025
School of Engineering Science, Tietotekniikka
Kaikki oikeudet pidätetään.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi-fe2025062372783
https://urn.fi/URN:NBN:fi-fe2025062372783
Tiivistelmä
With the increasing use of e-learning in educational environments, universities are exploring new methods to enhance student engagement. Gamification, which is the practice of integrating game elements in non-gaming contexts, has been gaining notable attention. This approach has been used to address traditional challenges in maintaining student attention and participation, and educators have been experimenting with creating more interactive learning environments with the use of game elements.
The aim of this thesis is to analyze the latest discoveries about gamification in higher education, specifically in Software Engineering and Computer Science university courses. This research is based on a systematic literature review of previous scientific papers of experiments conducted by other educators. Through this approach, the thesis describes the 6 most used game elements, badges, leaderboards, points, levels, challenges and quizzes and assesses their impact on student learning. Additionally, the thesis examines the practical implementation and limitations of the 6 game elements and various gamification tools. Finally, the thesis proposes what further research must be done on the topic of gamification in education.
The aim of this thesis is to analyze the latest discoveries about gamification in higher education, specifically in Software Engineering and Computer Science university courses. This research is based on a systematic literature review of previous scientific papers of experiments conducted by other educators. Through this approach, the thesis describes the 6 most used game elements, badges, leaderboards, points, levels, challenges and quizzes and assesses their impact on student learning. Additionally, the thesis examines the practical implementation and limitations of the 6 game elements and various gamification tools. Finally, the thesis proposes what further research must be done on the topic of gamification in education.